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Testing New Vo'Quv Builds

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited November 2011 in Klingon Discussion
I’m working on a new Carrier Build that takes advantage of the new skill changes that are coming soon with F2P.

I’m looking at a Beam Boat Build

Fore Weapons
2 x Disruptor Beam Banks with a Quantum or Tricobalt Torp

Aft Weapons
2 x Disruptor Beam Banks with a Quantum or Tricobalt Torp

Hangers
BOP all the Way!

I won’t get into the consoles that I’ll be using except the Isometric Charge Console.

Bridge Officer Setup:

Commander Science:
Gravity Well 3, Hazard Emitters 3, Science Team 2 and Polarize Hull 1

Lt. Science:
Transfer Shield Strength 2 and Tractor Beam 1

Lt. Commander Engineering:
ASIF 2, RSP 1 and EPTA

Lt. Commander Tactical
Torpedo Spread 3, FAW 2 and Torpedo High Yield 1 or Tactical Team 1

On Tribble turning in the Vo’Quv does not seem to be much a problem for me.

With the new skill system Gravity Well is can be boosted to beastly levels and pulls multiple targets into it and that’s where the Isometric Charge Console comes in.

Now that Torpedo Spread 3 is actually useful, I’ll be able to do some decent damage to the targets that are stuck in my Gravity Well.

Many of the Consoles have changed on Tribble so I’ll have to do some testing to see which ones will help this type build out the most.

The Bop work well with the new Intercept Command and do a good job at buying me some time to get my Carrier into good positions.

I hope to be able to test out this setup tonight, I hope I have some respecs left on Tribble :eek:
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    i am just going to say this is a really bad build. you will die very fast with this and sorry to say this looks like a carrier noobs first build.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    sarhamen wrote: »
    i am just going to say this is a really bad build. you will die very fast with this and sorry to say this looks like a carrier noobs first build.

    Wow,

    Have you been playing on Tribble at all?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    yes i have. anyway i look at this it just dose not look good. i know the carrier inside and out but you need an eng carrier with a lot of tank to get the most damage, suport, tanking.

    your sic powers are ok but your eng is really bad. get epts 3 and et 1. the epta will do you no good.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    sarhamen wrote: »
    yes i have. anyway i look at this it just dose not look good. i know the carrier inside and out but you need an eng carrier with a lot of tank to get the most damage, suport, tanking.

    your sic powers are ok but your eng is really bad. get epts 3 and et 1. the epta will do you no good.

    LOL another person trolling KDF ship threads.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Meh, I can't see this working very well. No matter how you put it, the Carrier has a bad turn rate. Beams allow you to keep distance and get room to maneuver but I think you're too torpedo focused and too light on defense.

    Your main sci power (Gravity Well) has a 90° arc, in this case you get your torpedoes and only 2 beams. Turning for broadsides you'll loose all your torpedoes with torp spread and sci damage. An enemy in the aft is an even larger thread with 1 torpedo and 2 beams. The Tractor Beam can help to keep 1 target in place but then why torp spread? FAW is ok but you won't need both torp spread and high yield, again too much focus on torpedoes.

    For your engineering abilities I would say go for 2xEPtS and Aux2SIF2. With such a bad turn rate and your splitting of firepower, you have to buy time.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    0Gambit0 wrote: »
    I’m working on a new Carrier Build that takes advantage of the new skill changes that are coming soon with F2P.

    I’m looking at a Beam Boat Build

    Fore Weapons
    2 x Disruptor Beam Banks with a Quantum or Tricobalt Torp

    Aft Weapons
    2 x Disruptor Beam Banks with a Quantum or Tricobalt Torp

    Hangers
    BOP all the Way!

    I won’t get into the consoles that I’ll be using except the Isometric Charge Console.

    Bridge Officer Setup:

    Commander Science:
    Gravity Well 3, Hazard Emitters 3, Science Team 2 and Polarize Hull 1

    Lt. Science:
    Transfer Shield Strength 2 and Tractor Beam 1

    Lt. Commander Engineering:
    ASIF 2, RSP 1 and EPTA

    Lt. Commander Tactical
    Torpedo Spread 3, FAW 2 and Torpedo High Yield 1 or Tactical Team 1

    On Tribble turning in the Vo’Quv does not seem to be much a problem for me.

    With the new skill system Gravity Well is can be boosted to beastly levels and pulls multiple targets into it and that’s where the Isometric Charge Console comes in.

    Now that Torpedo Spread 3 is actually useful, I’ll be able to do some decent damage to the targets that are stuck in my Gravity Well.

    Many of the Consoles have changed on Tribble so I’ll have to do some testing to see which ones will help this type build out the most.

    The Bop work well with the new Intercept Command and do a good job at buying me some time to get my Carrier into good positions.

    I hope to be able to test out this setup tonight, I hope I have some respecs left on Tribble :eek:

    Your build is in the correct direction. Here is some advice as a carrier captain.
    Torp spread 3 is a go . Add Attack pattern delta or beta with tactical team 1.

    Engineering would be better off with Engineering team 1 aux 2 sif 1 and emergency power to shields 3
    or Engineering team 1 and emergency power to shields 2 and 3.

    Science section
    Science team 1, transfer shields strength 2
    Polarize hull 1, Hazard emitters 2, transfer shields strength 3, Gravity well 3.

    I would use the Aegis Borg deflector, Aegis shields and engines, Borg console.
    The isometric charge console and the Magnetometric Generator are awesome weapons to have on your carrier. I use them in my Kar'fi with fighters and the Cluster mine torp as well as chroniton mines in the aft section. try this setup and you will be having no trouble. Fed ball? what fed ball? o you mean those ships I pushed 12-14 km away or all those ships on fire. I know some feel its pay to win. I say buy it enjoy it its your money. It's a game have fun. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Your build is in the correct direction. Here is some advice as a carrier captain.
    Torp spread 3 is a go . Add Attack pattern delta or beta with tactical team 1.

    Engineering would be better off with Engineering team 1 aux 2 sif 1 and emergency power to shields 3
    or Engineering team 1 and emergency power to shields 2 and 3.

    Science section
    Science team 1, transfer shields strength 2
    Polarize hull 1, Hazard emitters 2, transfer shields strength 3, Gravity well 3.

    I would use the Aegis Borg deflector, Aegis shields and engines, Borg console.
    The isometric charge console and the Magnetometric Generator are awesome weapons to have on your carrier. I use them in my Kar'fi with fighters and the Cluster mine torp as well as chroniton mines in the aft section. try this setup and you will be having no trouble. Fed ball? what fed ball? o you mean those ships I pushed 12-14 km away or all those ships on fire. I know some feel its pay to win. I say buy it enjoy it its your money. It's a game have fun. :D

    I like your proposed build and from what I’ve been seeing on Tribble, the setup is very sound.

    I never thought about using the push back console but I’ll give it a try.

    I can’t say this enough; the new skill system makes the impossible quite possible.

    You all still have time to get on tribble to test out your Carrier Builds before F2P goes live for us on December 1 2011.

    Tribble costs you nothing but time and can be an eye opening experience.

    I’m going to be using Tetryon Beams on my Carrier with a Quantum up front and the Breen Cluster in the aft.

    The way skills interconnect now the Carriers Target subsystem skills can get nice boost off of other skills you may already be using.

    Science Console work way differently now on Tribble.

    My Gravity Well 3 has a Beastly pull and outstanding damage on a weak shielded target or targets.

    I’m pulling in 3-4 ships at a time with Gravity Well 3 :eek:

    I’m using Graviton Generators to help boost the pulling power of my Gravity Well 3.

    IMHO the new Deployable craft commands make it a lot easier to get the Vo’Quv where you need it to be.

    I need to figure out how to work charged particle burst into my build to speed up dropping shields; however, it might not be needed.

    Unshielded ships get crushed like aluminum cans in Gravity Well and Torpedo Spread 3 usually finishes the job.

    Many players are going to forgo specing into resistance skills and it will cost them dearly ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Just a Quick Update to my Vo'Quv Tribble Build

    Fore Weapons
    2 x Disruptor Beam Banks with a Quantum Torp

    Aft Weapons
    3 x Disruptor Beam Banks

    Hangers
    BOP all the Way! (When they get Fixed)

    Borg Engines
    Borg Deflector
    Klingon Honor Guard Covariant Shield Mk XI (better than Covariant Cap x3)

    Science Consoles
    Borg Console
    Biofunction Console Mk XI (Rare) + 35% Increased Crew Recovery
    Magnatron Console (Insane Push Back with nice damage)
    Gravimetric Console Mk XI (Rare) Boost the Pull of Gravity Well and the Like

    Engineering Consoles
    Shield Generator Console Mk XI (Rare) +35% Increased Shield Capacity
    Isometric Charge Console (When I can get it)
    Auxiliary Power Console Mk XI (Rare) +3.5 Aux Power Setting

    Tactical Consoles
    3x Disrupter Induction Coil MK XI (Rare) + 26% Disruptor Damage

    Bridge Officer Setup: (On Tribble, Will change slightly on Holodeck)

    Commander Science:
    Gravity Well 3, Hazard Emitters 3, Tractor Beam Replusors 1 and Polarize Hull 1

    Lt. Science:
    Transfer Shield Strength 2 and Science Team 1

    Lt. Commander Engineering:
    ASIF 2, RSP 1 and ET (ASIF and ET get a nice boost from my Doff)

    Lt. Commander Tactical
    Torpedo Spread 3, FAW 2 and Tactical Team 1


    Tractor Beam Repulsors 1 is a beast with my skill setup up.

    TBR 1 hits up to 3 targets and does not need you to be facing them at all and will push everything it hits away from you just a bit out of weapons range.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    this is better but it could use some work. for your eng i would drop RSP as it is trash. put in a EPTS 3 to give you some much needed shield power.

    also i would put the torp in the back as a lot of times it can be much easyer that way as your enemy will try and use your turn rate agenst you. next drop the aux eng console and get an armor.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    i JUST LIKE tURRETS ON MY vOq. mAY NOT BE PRUDENT BUT IT SURE IS FUN.
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